I've set up the SVN today, turned out
to be very easy. Setup was straightforward, I just needed to add a few
lines to my Apache2 config, and I was already able (via
TortoiseSVN) to create a basic
repository. I cleaned up the old development dir (it was full of
temorary build files and such stuff) and checked in a clean installation
into my local SVN. Seems to work fine. First operation was a tag, 0.0.1,
so I have the starting point fixed. I'll make the GLExtensionHandler
class public soon, it contains the full OpenGL Extension registry (as
bundled with GLEW), and a
Python script (which requires
wxPythonfor the GUI, but nothing else) that
allows you to do two things:

Create a XML file (documentation of the format is available
somewhere, will dig it out) which contains a structured extension
registry

Create a C++ extension loader class. This is basically a large init
class, which takes care of checking whether a particular extension
is supported, and if so, loads all the functions associated with
the extension. It also adds defines and typedefs when needed - all
you need to use OpenGL extensions

It has been tested already under Win32, and it worked, so I'm pretty
confident that some people will find it useful. My Boost Installation
also needed an update, so I got the 1.32-2 self extracting exe from
boost.org, and after compiling for my build
target (vc-7_1) I got exactly 592.438.460 bytes of libraries - all
without a single error. Great work, guys! I also wanted to install
Trac, which looked like the best
solution for bug tracking, documentation and such stuff for me,
unfortunately, the web page seems to be down.

A quick review of the current codebase

Before I start with any kind of schedule whatever, I wanted to take a
look at the current status of the code. Most of the math library is
checked in and pretty well tested (covered by some unit tests even). The
filesystem - although rough - is also in place, and mostly documented.
However, the whole scene graph etc. is in a largely untested, unstable
and unfinished state. This is clear, as this was by far the biggest part
of the source, and we tried to get the engine running as soon as
possible, without too much code that would be not needed at the
beginning. Anyway, this area will need my particular attention before I
can start with the design process again.